Shader "simple/LitTree"
{
    Properties
    {
        // Specular vs Metallic workflow
        //        _WorkflowMode("WorkflowMode", Float) = 1.0

        [MainTexture] _BaseMap("Albedo", 2D) = "white" {}
        [MainColor] _BaseColor("Color", Color) = (1,1,1,1)

        _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

        //        _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
        //        _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
        //
        //        _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
        //        _MetallicGlossMap("Metallic", 2D) = "white" {}
        //
        //        _SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
        //        _SpecGlossMap("Specular", 2D) = "white" {}
        //
        //        [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
        //        [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
        //
        //        _BumpScale("Scale", Float) = 1.0
        //        _BumpMap("Normal Map", 2D) = "bump" {}
        //
        //        _Parallax("Scale", Range(0.005, 0.08)) = 0.005
        //        _ParallaxMap("Height Map", 2D) = "black" {}
        //
        //        _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
        //        _OcclusionMap("Occlusion", 2D) = "white" {}
        //
        //        [HDR] _EmissionColor("Color", Color) = (0,0,0)
        //        _EmissionMap("Emission", 2D) = "white" {}
        //
        //        _DetailMask("Detail Mask", 2D) = "white" {}
        //        _DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
        //        _DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
        //        _DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
        //        [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
        //  
        //        // SRP batching compatibility for Clear Coat (Not used in Lit)
        //        [HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0
        //        [HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0

        // Blending state
        //        _Surface("__surface", Float) = 0.0
        //        _Blend("__blend", Float) = 0.0
        //        _Cull("__cull", Float) = 2.0
        //        [ToggleUI] _AlphaClip("__clip", Float) = 0.0
        //        [HideInInspector] _SrcBlend("__src", Float) = 1.0
        //        [HideInInspector] _DstBlend("__dst", Float) = 0.0
        //        [HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
        //        [HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
        //        [HideInInspector] _ZWrite("__zw", Float) = 1.0
        //        [HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
        //        [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
        //
        //        [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
        //        // Editmode props
        //        _QueueOffset("Queue offset", Float) = 0.0
        //
        //        // ObsoleteProperties
        //        [HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
        //        [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
        //        [HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
        //        [HideInInspector] _Glossiness("Smoothness", Float) = 0.0
        //        [HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
        //
        //        [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
        //        [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
        //        [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
    }

    SubShader
    {
        // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
        // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
        // material work with both Universal Render Pipeline and Builtin Unity Pipeline
        Tags
        {
            "RenderType" = "Opaque"
            "RenderPipeline" = "UniversalPipeline"
            "UniversalMaterialType" = "Lit"
            "IgnoreProjector" = "True"
        }
        LOD 300

        Pass
        {
            Name "ForwardLit"
            Tags
            {
                "LightMode" = "UniversalForward"
            }

            // -------------------------------------
            // Render State Commands
            //            Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
            //            ZWrite[_ZWrite]
            //            Cull[_Cull]
            //            AlphaToMask[_AlphaToMask]

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Shader Stages
            #pragma vertex vert
            #pragma fragment frag

            // 只留最常用关键字
            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local_fragment _ALPHATEST_ON
            #pragma shader_feature_local_fragment _EMISSION
            #pragma multi_compile _MAIN_LIGHT_SHADOWS

            #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"


            struct Attributes
            {
                float4 positionOS : POSITION;
                float3 normalOS : NORMAL;
                float4 tangentOS : TANGENT;
                float2 uv : TEXCOORD0;
                float4 test :TEXCOORD1;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct Varyings
            {
                float2 uv : TEXCOORD0;
                float3 normalWS : TEXCOORD1;
                float3 posWS : TEXCOORD2;
                float4 posCS : SV_POSITION;
                float4 test :TEXCOORD3;
                float4 screenPos : TEXCOORD4;
                float2 originScreenUV : TEXCOORD5; // ← 物体原点屏幕 UV

                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            int _ArchWorldCount;
            float _ArchRadiusDebugVis;
            StructuredBuffer<float> _ArchWorldDataArray : register(t0); 
            
            Varyings vert(Attributes v)
            {
                Varyings o;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

                //==================GPU vs阶段剔除 START =================
                float3 tmpOriginWS = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
                // float4 totalTest = 0.0;
                for (int idx = 0; idx < _ArchWorldCount; idx++)
                {
                    float x = _ArchWorldDataArray[idx * 4 + 0]; // 获取数据
                    float y = _ArchWorldDataArray[idx * 4 + 1];
                    float z = _ArchWorldDataArray[idx * 4 + 2];
                    float radius = _ArchWorldDataArray[idx * 4 + 3];
                    float3 arch_PositionWS = float3(x, y, z);
                    float dist = distance(tmpOriginWS, arch_PositionWS);

                    if (dist < radius)
                    {
                        v.positionOS = float4(0, 0, 0, 1);//注释掉这行才能可视化
                    }
                }
                //=================GPU vs阶段剔除 END======================


                o.posCS = TransformObjectToHClip(v.positionOS.xyz);
                o.posWS = TransformObjectToWorld(v.positionOS.xyz);
                o.normalWS = TransformObjectToWorldNormal(v.normalOS);
                o.screenPos = ComputeScreenPos(o.posCS);
                o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
                return o;
            }


            half4 frag(Varyings i) : SV_Target
            {
                UNITY_SETUP_INSTANCE_ID(i);

                float3 N = normalize(i.normalWS);
                float3 L = normalize(GetMainLight().direction.xyz);
                float NL = saturate(dot(N, L)) * 0.5 + 0.5;

                half4 col = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv) * _BaseColor * NL;
                //==================GPU vs阶段剔除 可视化 =================
                for (int idx = 0; idx < _ArchWorldCount; idx++) // Adjust to the number of arches you have
                {
                    // Retrieve the position and radius for the current arch
                    float x = _ArchWorldDataArray[idx * 4 + 0];
                    float y = _ArchWorldDataArray[idx * 4 + 1];
                    float z = _ArchWorldDataArray[idx * 4 + 2];
                    float radius = _ArchWorldDataArray[idx * 4 + 3];

                    // Calculate the distance between the current pixel and the arch position
                    float3 archPosition = float3(x, y, z);
                    float distanceToArch = distance(i.posWS, archPosition);

                    // Check if the current fragment is inside the circle (i.e., within the radius)
                    if (distanceToArch < radius)
                    {
                        // Draw the circle with a specific color based on the distance
                        float alpha = saturate(1.0 - distanceToArch / radius); // 1.0 is the circle's radius
                        col.rgb = lerp(col.rgb, float3(1.0, 0.0, 0.0) * _ArchRadiusDebugVis, alpha);
                    }
                };

                //==================GPU vs阶段剔除 可视化 =================

                return col;
            }
            ENDHLSL



        }

        Pass
        {
            Name "ShadowCaster"
            Tags
            {
                "LightMode" = "ShadowCaster"
            }

            // -------------------------------------
            // Render State Commands
            ZWrite On
            ZTest LEqual
            ColorMask 0
            //            Cull[_Cull]

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Shader Stages
            #pragma vertex ShadowPassVertexTree
            #pragma fragment ShadowPassFragmentTree

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local _ALPHATEST_ON
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"

            // -------------------------------------
            // Universal Pipeline keywords

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE

            // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
            #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW

            // -------------------------------------
            // Includes
            #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
            #include "ShadowCasterPassTree.hlsl"
            ENDHLSL
        }



        Pass
        {
            Name "DepthOnly"
            Tags
            {
                "LightMode" = "DepthOnly"
            }

            // -------------------------------------
            // Render State Commands
            ZWrite On
            ColorMask R
            Cull[_Cull]

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Shader Stages
            #pragma vertex DepthOnlyVertex
            #pragma fragment DepthOnlyFragment

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local _ALPHATEST_ON
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"

            // -------------------------------------
            // Includes
            #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
            ENDHLSL
        }

        // This pass is used when drawing to a _CameraNormalsTexture texture
        Pass
        {
            Name "DepthNormals"
            Tags
            {
                "LightMode" = "DepthNormals"
            }

            // -------------------------------------
            // Render State Commands
            ZWrite On
            Cull[_Cull]

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Shader Stages
            #pragma vertex DepthNormalsVertex
            #pragma fragment DepthNormalsFragment

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _PARALLAXMAP
            #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
            #pragma shader_feature_local _ALPHATEST_ON
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE

            // -------------------------------------
            // Universal Pipeline keywords
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"

            // -------------------------------------
            // Includes
            #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl"
            ENDHLSL
        }


    }

    FallBack "Hidden/Universal Render Pipeline/FallbackError"
    //    CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
}